Combat: Difference between revisions
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Kill rewards depend on your side: | Kill rewards depend on your side: | ||
* Ordinary cops get kill arrest money from killing or jailing wanted criminals. The payout depends on wanted points, danger level, police level | * Ordinary cops get kill arrest money from killing or jailing wanted criminals. The payout depends on wanted points, danger level, police level, assists, taser split, VIP, and Double Earnings; bounty or hit money is separate. <code>GIU</code> is reported to get reduced police payments, but the exact multiplier and conditions are not established. <code>GIU</code> cannot arrest or interact with wanted suspects. | ||
* Criminals get <code>RP</code> for killing cops based on wanted stars. | * Criminals get <code>RP</code> for killing cops based on wanted stars. | ||
* Gangsters do not get normal money just for killing; they mainly make money from turfing, Briefcases, and gangster activities. Unwanted gangsters get no <code>RP</code> for killing <code>GIU</code>. | * Gangsters do not get normal money just for killing; they mainly make money from turfing, Briefcases, and gangster activities. Unwanted gangsters get no <code>RP</code> for killing <code>GIU</code>. | ||
Latest revision as of 02:42, 13 October 2026
Combat
Combat in CIT covers damage, weapons, armor, drugs, hit feedback, and fight rules.


Combat commands and checks
| Command or key | Use | Notes |
|---|---|---|
/weaponstats
|
Shows current in game weapon stats | Use it for damage and clip ammo comparison. |
R
|
Reload current weapon | Needs spare ammo. |
RMB
|
Shoot from a car or bike | Also used for drive-by shooting while in a vehicle or on a bike. |
F9
|
Craft combat items | Armor, Repair Kits, ammo, throwables, O2 Tank, and weapon mods. |
/dropweapon
|
Drop some weapons | Works for some items like parachutes and spraycans, not every weapon. |
Combat limits to know
- Players cannot buy health or armor if attacked in the last
5seconds. Food is not part of this purchase restriction. - Players do not lose weapons when they die.
- Fight locations depend on current role, event, and fight-area rules.
- Satchels and grenades cannot be thrown by players with ping higher than
400 ms. - You need more than
25FPS to throw satchels. - Damage resistance from drugs does not reduce armor loss.
| Looking for | Go to | Notes |
|---|---|---|
| Weapon info | Weapons | Weapon pages and /weaponstats. |
| Armor | Armor | Armor systems and restrictions. |
| Damage | Damage | Damage and proof tools. |
| Events and fighting | Criminal Event | Public combat systems. |
| Zombie area | Zombie Infested! | Zombie fighting area. |
Quick checks
| Need | What to use |
|---|---|
| Current weapon stats | /weaponstats
|
| Damage debug lines | /debugplayerdamage
|
| Bullet sync proof | /debugbullets
|
| Drug GUI | F4
|
| Crafting | F9
|
Main combat facts
| Topic | Fact | Main page |
|---|---|---|
| Weapon stats | /weaponstats shows damage, accuracy, clip size, range, and move speed.
|
Damage |
| Headshots | Headshots give 20% bonus damage.
|
Damage |
| Sniper Rifle | Sniper Rifles do 70% damage within 5 meters and 85% damage within 10 meters.
|
Weapons |
| M4 | M4 magazine capacity is 70.
|
Weapons |
| Tec-9 and Uzi | Tec-9 and Uzi can be used as dual weapons. | Weapons |
| Drug resistance | Damage resistance from drugs does not reduce armor loss. | Drugs |
| Bomb defusal | While the bomb puzzle window is open, you only take 5% damage.
|
Bomb Disposal |
Drugs used in fights
Players with less than 15 hours of playtime automatically have every drug except Weed active, with effects that do not expire, and receive 15 hits of each drug. To stop the LSD wireframe view of nearby players, use /stopdrug lsd or turn LSD off in F4 / /drugs.
| Drug | Combat effect |
|---|---|
| Crack | Blocks every 10th shot unless that shot would remove more than 30 HP.
|
| God | Gives 15% damage resistance.
|
| Speed | Lets you run while being shot and reduces taser duration by 1 second.
|
Weapons and supplies
Most weapons can be bought from Ammunation. Ammunation sells pistols, SMGs, rifles, shotguns, sniper weapons, heavy weapons, projectiles, armor, and parachutes.
RPG, RPG HS, and grenades can be bought normally. RPG and RPG HS are LV use only. Grenades explode only in LV; outside LV, cops and criminals can still throw them as flashbangs against the other team.
Tool Shops also sell items such as food, parachute, spraycan, bat, cane, shovel, poolcue, golfclub, and dildo.
Debugging fights
Use /debugplayerdamage when you need damage lines showing your side, dealt damage, received damage, and whether damage was blocked.
Use /debugbullets when shots do not show a bullet message. Record a video and post it on the QA board.
Related notes
- An
O2 Tanklets you breathe underwater for3minutes. Craft it inF9with100 Nitrousand50 Iron. LVdeath pickups drop even when the player is not inside a turf.Armor (Kevlar)crafting is30%faster than regular armor.Rustic Rocketlaunches the player into the air with nitrous for2.5seconds.HS-RPGexplosions cannot damage players because it is meant for aircraft.LV DM Zonehas top streak or top killer stats, a transport marker, and fast free respawns.- A player gets
60seconds of protection if the attacker became a hit target near them. - Players can place up to
12satchels before detonating them. - Fireworks have a
100meter placement distance limit. - A flashbang has
1flash lasting10seconds. - If a player suicides within
10seconds of you harming them, you are classed as the killer. Terminatorhit mode has a10second cooldown before receiving the80%less damage bonus.- Leaving
/hitme <amount> warehousewhile not recently hurt auto kills the player to remove the hit. - Placing a firework costs
7explosives, or1explosive on New Year's Eve and New Year's Day. - Fireworks cannot be placed if there are
5wanted players within100meters. - Terminator mode applies to a
/hitmeamount above$999,999. - Unwanted criminals cannot fire
Hydramissiles, including heat seeking missiles. F9Weapon Mods are free, use no resources, and list the available variants.- Food does not heal after damage in the last
3seconds. - Food heals
4 HPper1second. - Crafted armor is received just before movement is restored.
- To go prone, crouch, then press the walk key while holding a rifle, with default walk key
Alt. If you changed the key, checkESC > Settings > Binds.
Related commands
| Command | Use |
|---|---|
/amiviolent
|
Checks if you were violent in the past 5 minutes.
|
/dropweapon
|
Drops your currently selected droppable weapon, such as Spraycan or Parachute. |
/rank
|
Command of the Seasons PvP rank system. Seasons do not have ranks. |
/showattacks
|
Opens Attack Information with attackers and time gaps between shots; use Clear Text or Close.
|
Fire damage equipment
Water Fire Extinguisher is available from /equip. It reduces Molotov fire damage by 75%.
Current Tec-9 damage
The Tec-9 currently deals 5 health per 2 bullets fired. Its /weaponstats row displays 15 damage, 2 accuracy, 100 clip ammo, 35 range, and 1 move speed.
Headshot kill sound
Under /settings > Audio > SOUNDS / MUSIC / AUDIO, set Headshot Kill Sound Volume from 0 to 1. The default is 0.4; 0 disables it. Kill Sound Volume controls the ordinary kill sound and also uses 0 to disable it.
Criminal and Civilian damage
Criminal to Civilian damage is blocked outside Las Venturas and CEM events. This is separate from normal damage rules involving other teams and event dimensions.
Fighting peds
While inside your own group base, your hits on peds do nothing. Driverless vehicles cannot hurt peds. Fists and melee weapons deal about three times normal damage to peds, but a katana hit that would take more than 30 health at once is ignored. Armed peds need line of sight, do not shoot beyond 60 metres, and stop targeting you after death or a change of interior or dimension. They aim where you are running to, so you cannot simply run past them without being shot. Their aim also has some randomness, which lowers their accuracy. They fire about half as many bullets at players with less than about 15 hours of playtime.
Ordinary idle street peds cannot be damaged by Police Service players, on foot or from a vehicle. Civilian Workers, Roleplayers, and Unoccupied players cannot damage them from vehicles, and idle peds do not shoot or attack civilians in vehicles who run them over. Peds in safe zones do not fight back, and friendly mission peds cannot be hurt. Gun hits through walls or fences do not count. Police and security peds target wanted Criminals or Gangsters within 15 metres.
High ping damage adjustment
Damage adjustment compares the pings of both players instead of using permanent absolute high ping tiers. If both players have the same high ping, neither receives a bonus or penalty from that comparison. The exact current formula and thresholds are not published.
Current combat controls and restrictions
- Only police can use tear gas. Other teams see
Teargas can only be used by police. - Firing weapons is disabled for
Unoccupiedplayers. - You can press
Rto reload while you keep the aim key held down. You need spare ammo. - Tear gas cannot be thrown indoors.
- Desert Eagle cannot be used for drive by shooting.
- Colt 45 can be used as a dual weapon.
- Tec-9 hits do not stop a player from sprinting.
- Going prone is blocked for
2seconds after being shot. - If your connection is interrupted during recent combat, you are killed and the last player who damaged you receives the kill. Packet loss over
20%can trigger this automatic kill. - Punching a forbidden target removes
10of your own health. Punching also uses food. - Police peds shoot wanted criminals, and wanted criminals can kill those peds.
- A normal kill gives
25health, a headshot gives32, and a long range kill gives37. Terminator hit targets do not receive this health. - A Terminator hit target cannot sprint.
- Armed vehicles cannot fire inside the LV DM Zone.
- Damage is blocked across the Las Venturas boundary in both directions.
- Criminals can damage standing peds without a
24hour playtime requirement.
Limited mode
A high ping player placed in limited mode can still fight, but cannot move while aiming or shooting. The player tag shows [Lagger].
High packet loss can also set you as a lagger. Chat identifies high ping or packet loss and says You are no longer set as a lagger. when it ends.
When ping exceeds 900 ms, all controls are disabled until it drops below that level.
When shots do not deal damage
- Outside Las Venturas and CEM events, Criminals cannot damage or kill Civilians.
- Wanted players cannot be damaged inside a Protected Area, such as a hospital, the LSPD yard, Villa spawn, or prison release.
- Gangsters and APBs cannot damage each other outside LV. In LV you can damage everyone, including players on your own team or in your group.
- Players idle for more than
50seconds do not take damage from hit targets. - God and some vehicles provide damage resistance, so hits can do less damage than expected.
Use /debugplayerdamage and /debugbullets when recording a reproducible damage problem for the Quality Assurance board.
Automatic aiming and weapon keys
Under /settings > General > WEAPONS SETTINGS:
Enable Weapon Bindsenables weapon selection using slot keys configured underWeapon Bindsin theBindstab, not only number keys. It works with either the old orNew HUDand defaults toYes.Automatically shoot and aimmakes the selected mouse button start aiming and shooting. ChooseLMBfor the left mouse button,RMBfor the right mouse button, orDisabledto turn it off. The default isLMB.
Weapon slots and kill rewards
Set Enable Weapon Binds to Yes and check the named weapon slots in /sbinds. Press the assigned slot key to switch; slots assigned to the same key cycle when that key is pressed. For example, Handguns and SMGs both default to 2 even though they are separate slots. You need at least 1 ammo for the firearm you are switching to, so buy or craft its ammo if needed.
Kill rewards depend on your side:
- Ordinary cops get kill arrest money from killing or jailing wanted criminals. The payout depends on wanted points, danger level, police level, assists, taser split, VIP, and Double Earnings; bounty or hit money is separate.
GIUis reported to get reduced police payments, but the exact multiplier and conditions are not established.GIUcannot arrest or interact with wanted suspects. - Criminals get
RPfor killing cops based on wanted stars. - Gangsters do not get normal money just for killing; they mainly make money from turfing, Briefcases, and gangster activities. Unwanted gangsters get no
RPfor killingGIU.
GIU and unwanted gangsters
In Armed Robberies and riots, GIU officers and unwanted gangsters cannot hurt each other, but can damage each other's vehicles.